Le GRR !

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Vampiloup
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Le GRR !

Post by Vampiloup » Mon Jul 14, 2008 8:57 pm

Bonjour,

Je "travaille" actuellement sur une race pour TA3D. Nom provisoire : Le GRR (Groupe Révolutionaire Rétroactif).

Voici les premiers modèles.

Image

De gauche à droite, et de haut en bas :

Ligne 1 :

L'équivalent de la centrale à fusion (LV 2) et sa grande soeur LV3 (non, ne cherchez pas à compter les faces des globes. Vous vous feriez du mal).
Plus puissantes mais plus imposantes et plus lentes pour le passage ON/OFF que leur version Core/Arm.
Vu le nombre d'animations qu'elles sont sensées comporter, je sens que je vais bien m'amuser :shock:


Ligne 2 :
Les défenses fixes terrestres LV 1. Le Commandeur peut toutes les construire.

- Laser léger. Equivalent LLT, avec une plus longue portée.
- Missiles sol-sol. Equivalent du Defensor, mais ne peut pas tirer sur les avions.
- Missiles anti-air. L'inverse.
- Quadruple laser moyen. L'Equivalent de la Sentinel, en moins puissant mais disposant d'une plus grande ROF.
- Artillerie plasma. Equivalent Punisher, avec une plus petite ROF et plus de dommages.

Ligne 3 :
Les véhicules LV2 (la plupart).
Le GRR utilise le MAGRAV pour leurs véhicules, c'est à dire du magnétisme et de la gravité en tant que force unifiée.
Effets :

- Maniabilité quasi-parfaite (tournent sur eux-même) ;
- Ne sont pas gênés par un terrain abimé ;
- Traversent les étendues aquatiques en planant au dessus du fond (amphibies) ;
- Mauvaise capacité à grimper.

Dans l'ordre :

- Char à canon Magrav (le premier véhicule Gg à appliqué la technique aux armements).
C'est le grunt du Grr, largement supérieur en puissance de feu comme en blindage à n'importe quelle unité Core ou Arm terrestre LV 2, mais le tir de son canon n'est pas parabolique.

- Char à plasma.
Tire des projectiles plasma classiques à trajectoire parabolique.
Pour le Grr, ce char dispose d'un armement dépassé, et la nécessité de doubler le générateur Magrav par un générateur Plasma réduit la puissance répulsive de son blindage, mais il dispose d'un tir parabolique lui permettant d'épauler le char à canon Magrav au milieu des obstacles.

- Char-artillerie.
C'est la version "TA3D" d'un véhicule que j'avais réalisé pour Dark Reign il y a... pfou, une dizaine d'années.
Son principe : Deux canons Magrav jumelés à longue portée. Le char-artillerie possède une puissance de feu triplée par rapport au char magrav et une portée presque doublée. Cependant, il possède une distance de tir minimum (ne peut pas tirer sur les ennemis trop près) et l'énergie utilisée pour les canons ne passe pas dans son blindage, le rendant moins résistant.
Comme le char Magrav, son tir n'est pas parabolique.
Le char-artillerie est une unité Avancée et nécessite la construction d'un bâtiment spécial pour pouvoir être construir par l'usine (LV 2).

- Char lance-missiles.
Char d'artillerie (missiles sol-sol). Largement moins puissant que le char-artillerie, mais doté de la même portée, il est cependant doté de projectiles à tir paraboliques et auto-manoeuvrants ("sseking" missiles).

- Char radar.
Furtif (Stealth), mais Avancé.

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Post by zuzuf » Tue Jul 15, 2008 9:00 am

woa, c'est déjà impressionnant !

Il va falloir mettre le paquet sur le 3dmeditor qui n'était pas une priorité il y a encore 5 minutes :wink: . N'hésite surtout pas à demander des fonctionnalités qui te manqueraient !
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Post by Vampiloup » Tue Jul 22, 2008 11:47 pm

Trois nouveaux modèles :

Image

Au milieu de l'image, vous avez de gauche à droite :

- L'artillerie lourde (lv 2).
Ce canon prend la niche du Vulcain. Sa ROF est bien inférieure (restant supérieure à celle d'une Bertha), mais chaque coup provoque une explosion qui détruit tout sur une assez large aire d'effet. Tir ballistique.

- Canon lourd à tir rapide (lv 2).
C'est plus ou moins une "Doomsday machine" à tir rapide. Tir direct

- Tourelle radar Lv 1.

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Post by zuzuf » Wed Jul 23, 2008 6:40 am

ouah, toujours aussi sympa les modèles :wink: .

Je bosse activement sur le 3DMEditor en ce moment, tu seras content de savoir que le format OBJ est supporté à présent.
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Post by milipili » Wed Jul 23, 2008 8:51 am

Et que le 3dmeditor crash beaucoup moins :)
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Post by zuzuf » Wed Jul 23, 2008 9:36 am

j'ai pas testé sous windows encore mais bon c'est sensé être multiplateforme ... normalement :D
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Post by Vampiloup » Wed Jul 23, 2008 12:12 pm

Ah, merci. Vous verrez qu'ajouter LE format d'échange standard entre modeleurs était une bonne chose et attirera du monde (meme Poser exporte en OBJ...).

Maintenant, reste plus qu'à écrire un mode d'emploi pour 3dmeditor :wink:

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Post by zuzuf » Wed Jul 23, 2008 3:35 pm

je vais commencer à rédiger ça ... mais j'ai pas encore fini de réécrire l'interface. Bon, ce soir je vais essayer de faire un paquet test avec 3DMEditor et je te l'enverrais pour que tu me dises ce qui va et ce qui ne va pas :) (je suppose que je te fais une version windows ?)
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Post by Vampiloup » Wed Jul 23, 2008 7:27 pm

Prends ton temps, je ne suis pas pressé : Je n'ai meme pas fait le commandeur, encore.

Je suis majoritairement sous Linux Mandriva.

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Post by zuzuf » Wed Jul 23, 2008 7:38 pm

c'est vrai j'avais oublié, je vais te faire un zoli binaire Mandriva alors :D
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Post by zuzuf » Wed Jul 23, 2008 8:55 pm

le voilà:
http://ta3d.org/ta3d-0.5.0-post-TEST4-WIP.tar.bz2

c'est du 64bits (il me semble que c'est ce que tu as ...), le paquet est basé sur une version non cassée de TA3D, la version SVN actuelle en fait (rev 944).

le paquet est un peu dépouillé, c'est surtout pour que tu puisses tester les changements dans le 3DMEditor, j'ai mis le binaire pour TA3D aussi comme ça tu peux tester le résultat dans le jeu après import de tes modèles si tu veux faire des tests :wink:
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Post by Vampiloup » Wed Jul 23, 2008 11:29 pm

Nope, je n'ai que du 32bits. Qu'est-ce-que cela fait si j'utilise un programme 64 dessus ?

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Post by zuzuf » Thu Jul 24, 2008 6:45 am

argh, zut :(

ça va pas marcher alors.

J'ai plus que du 64 à la maison, je vais pas pouvoir te le compiler proprement. Le mieux c'est que tu charges les sources depuis SVN et que tu les compiles :
svn co http://ta3d.darkstars/co/uk/ta3d/trunk ta3d

il te faut cmake 2.6 (je crois que dans les dépôts mandriva il n'y a que la 2.4 ... tu risques d'avoir à le compiler aussi ... mais ça se passe bien c'est pas dur :D ), GCC avec g++ installé, les headers de zlib, Allegro 4.2.2 et AllegroGL (la 0.4.3 est la dernière sortie sur leur site, mais la 0.4.2 doit fonctionner aussi):
www.allegro.cc pour Allegro/AllegroGL

allegro est peut-être dans les dépôts je sais plus, mais AllegroGL n'y est pas il me semble, donc à installer soit même :D

une fois que tout ça est installé:
cmake ./
make
:)

si tu es patient, je doit pouvoir te faire un binaire 32bits sur une Ubuntu (la machine est vieille donc ça va prendre du temps :()
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Post by milipili » Thu Jul 24, 2008 9:55 am

zuzuf: Tu nous fais un /docs/dev/compilation.linux.mandriva.txt ? :D
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Post by zuzuf » Thu Jul 24, 2008 10:02 am

ha ouais tiens c'est là que je devrais mettre tout ça :D
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Post by zuzuf » Sun Jul 27, 2008 10:47 am

bon voilà, je viens de faire des paquets pour windows, linux 32 & 64 bits, ainsi qu'un paquet source. Là tu devrais pouvoir tester 3DMEditor tranquillement :)
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Post by Vampiloup » Thu Jul 31, 2008 5:15 pm

Merci pour les paquets. Heu... Je ne les trouve pas :oops:

Image

Le plus gros objet est l'usine de véhicules LV 2.
C'est basiquement l'équivalent de l'usine de véhicules Core/Arm.

Derrière, quatre objets forment une rose des vents.


Ouest : Réservoir de métal LV 1

Sud : Réservoir d'énergie LV 1

Est : Metal-maker LV 1

Nord : Une usine d'énergie Lv 1.
Cette usine produit 100 Energie, mais coûte deux fois son coût en équivalent "panneau solaire" (ps : Non, elle n'a pas que l'air fragile).
Elle a l'avantage d'être indépendante des conditions pouvant affecter les panneaux solaires (éloignement de l'étoile, éclipse artificielle, etc.).

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Post by zuzuf » Thu Jul 31, 2008 5:30 pm

les paquets sont téléchargeables depuis la page principale :) :
http://www.ta3d.org/home.php

ce sont les derniers paquets de test (TEST 5)

J'adore le style de tes modèles :D
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Post by Balthazar » Thu Jul 31, 2008 5:35 pm

Don`t know French, but it looks awesome! :shock:

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Post by zuzuf » Thu Jul 31, 2008 6:19 pm

Yeah, it is. It's a new mod designed for TA3D 8)
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Post by Vampiloup » Thu Jul 31, 2008 8:54 pm

Oh !!! Je viens juste de comprendre que j'avais mis la page "http://ta3d.darkstars.co.uk/ta.php" en signet... Evidemment, il ne me venait pas à l'idée de chercher une autre page d'accueil ! :D

Thank Balthazar. It's really hard for me to describe something in another language than mine, but here a description.

======== Background ========

The GRR is a side/race for TA3D.
GRR is probably provisional name (i SUCK for names). It's mean Retroactive Revolutionary Group.
And that's even not describe the side...

The GRR is the first alien race to hit Earth in a "near" future. More than lightspeed is achievable by two mean :

1° Shielding from environment (matters, radiations, etc.), with better the shielding, smaller the energy count you need for moving at high speed, and then greater the speed.
In the GRR universe, this mean is used for "short" trips (near stars) because it's still slow (around 200 times the speed of light).

2° By using "teleportation", that mean changing an object in immaterial waves that can run faster the light. In the GRR universe, you can achieve galactic trips and that what the races use for star to star moves. You can litterally cross the galaxy wheel (around 110k L.-Y.) in a few days, but bigger the force and further the destination, longer the preparations .

My personal theory is the universe is made of one thing, Fields Force. Their movements is what we call Energy.
Matter is created by interaction between waves and streams of Field Forces moving around, creating waves in each others movements,whirlpools, etc. (that mean you can have regularly similar interactions beween some waves that create same worlds far away. Since the interaction is similar, you can use the waves for "teleport" here and, then, visits what seem to you others times or dimensions).

Space is just that : Space. There is no X dimensions, and even the threes basic dimensions are just cultural words.
In the same manner, Time is just that : Time. You can't travel in Time, slow time, etc (but you can accelerate of slower objects for they LOOK to have faster or slower local time).

Ok. I hope your head don't hurt.

The GRR where the firsts aliens to hit Earth. They immediately explained the rules of the game : The galaxy have a lot of civilizations that fight for dominance. For this not degenerate in corrupted democracy or blooded imperium, some rules have been edicted.

X° Core planets of each civilization are untouchable (if you do, all the others civs gang on you, and they are a LOT), but all others are fair game.

X° But it's not allowed to really destroy a planet, a major moon, or a star (you don't have the right to destroy what another civs can have take from you in the future). And you can't render a planet inhabitable for the local life

X° Planets with sentient life have to be included in the rule. As the GRR representatives kindly explained, it's not a choice given, it's an obligation.
Theorically, if the sentient race refuse, them and their planet are fair game (and we don't talk of Gau'aulds or Sign Aliens, here, but of real galactic militaries with TA production level...).
In reality, there are ALWAYS some groups that accept and inerit the planet.

X° Quickly after a new sentient have been introduced, others civs begin to choose factions to help. The civs begin to shoot each other on the planet, teaching the way of Big Hurtin' to their choosen faction.
A faction can be an established country, a religious group, of what group that can act as a whole.

X° The mentors teach their choosens new technologies, tacticts, but also productivity and political mean, art, etc.
Each choosen faction enjoy the biggest boost of their existence. The non-choosen factions are really quickly crushed or, more likely, see their member join the choosens (the galactics civs are GOOD at convince peoples).

X° At the end, ONE choosen faction remain. Only one... by specie. If there are more than one specie on the planet, the winner one take the planet, and the more successful for each of the others species are taken on another planets, who are given to them.
For example, the Earth has two : The Humans and the Lemurs. No, really. Wait to see theirs tanks...

X° The wining faction is given their planet as their first Core Planet (they can have ten). The social and political level of the galactic civs are so high the winner have nearly no difficulty to assimilate the losers.

X° The wining faction is now a fully integrated member of the galaxy. Their mentor enjoy an enormous glory.
The new galactic member have to help their mentor for arounds 200 years, but that's often the beginning for longer and stronger relations (when an entire galaxy is at war, you need friends, real and loyals friends, if you want to expand out of your 10 core planets.
Last edited by Vampiloup on Thu Jul 31, 2008 9:06 pm, edited 4 times in total.

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Post by Vampiloup » Thu Jul 31, 2008 8:55 pm

[Reserved]

Here the objects already created, in english.

Image

Vehicle plant LV 1 : Roughly TA equivalent.
In fact, it's probably the LV 2, as the LV 1 have TWO building plates.

Energy plants :
LV 2 is TA Fusion Plant equivalent.
LV 3 is A bigger and more powerfull version.
LV 1 Is a little version : 4 time the production or solar array, but height times the cost. Not affected by natural variations of solar output (distance from the star, volcanic or venusian planet, etc. VERY fragile.

Metal and Energy Depot LV 1 : Equivalent TA, even if the Energy one take some place.

Metal Maker LV 1 : Equivalent TA.


Vehicles LV 2 (TWO, damnit ! Level TWO !) :
GRR vehicles "hoover" (in reality, they use unified magnetic and gravimetric field, MAGRAV in short). They can pass easilly difficult terrain, are submersibles (they hoover on the ocean ground, not on the surface), have really good maniability... and are really bad at climbing. And i mean really : The GRR use massive amount of Kbots and teleportation devices for hill assaults.

West column, from North to South :

- Magrav tank (Main Battle Tank). Level 2 grunt. Far more powerfull and resilient than Core/Arm counterparts, but shoot in direct line.

- Ballistic Front Line Tank. The same tank with a ballistic canon using plasma classical plasma bolts. Less powerfull, but can shoot over obstacles (as corpses or Dragon Teeth).

Left column, from North to South :

Artillery-tank. Dual long range magrav gun. Acceptable range, hellish damages, but direct fire.

Missile-launcher tank. Ballistic artillery using seeking anti-vehicles missiles.

Radar tank. Stealth.


Towers LV 1.
From North to South :

- Anti-air missile-launcher.
- Quad fast-firing heavy laser (sentinel equivalent).
- Plasma battery (Punisher equivalent).
- Anti-vehicles missile-launcher.
(Light laser tower (same as turrets build by Arm/Core commander, with better range).
- Radar tower.


Towers LV 2.
From North to South :

- Heavy artillery gun. Vulcain equivalent. Don't have the rate of fire, but bigger anr larder damages.
- Quad heavy Magrav. Doomsday machine equivalent.
Last edited by Vampiloup on Fri Aug 01, 2008 1:30 am, edited 1 time in total.

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Post by zuzuf » Thu Jul 31, 2008 9:53 pm

looks very promising 8)
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Post by Balthazar » Fri Aug 01, 2008 5:22 am

Wow, yeah, very promising.

Quite a nice design and detailed explanation. The only thing that disturbs me is the teleportation thing. It could break the balance if you could teleport a part of the army directly into enemy base :) And when will we see a complete 3dm model with textures. Since TA3D support 24/32 bit textures it should look very cool :)

P.S. And what do you think about unit experience? I`ve thought about creating more powerfull experience system, that it was in TA. So the lucky units could become more and more powerfull with the kills they make.

For example, LLT defence turret is weak at the early stages of the game. But if it protected well and get luck to destrot several enemyes - it become more powerfull.

Also TA3D supports more than 3 different weapons per unit (like TA did), so your tank for example could have several independet cannons, that could fire in the different targets at the same time. :P

Waiting to hear from you soon :)

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Post by zuzuf » Fri Aug 01, 2008 7:20 am

Also TA3D supports more than 3 different weapons per unit (like TA did), so your tank for example could have several independet cannons, that could fire in the different targets at the same time.
I am afraid not ... currently TA3D only support 3 different weapons per unit but since we use an array for that, we can replace it with a std::vector and have as many weapons as we want :)
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Post by Balthazar » Fri Aug 01, 2008 7:30 am

Zuzuf wrote:I am afraid not ... currently TA3D only support 3 different weapons per unit but since we use an array for that, we can replace it with a std::vector and have as many weapons as we want Smile

Ops, sorry :) But I mean - if there`ll be any units with more than 3 weapons per unit - we could add support for this :roll:

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Post by zuzuf » Fri Aug 01, 2008 7:44 am

I've just added a ticket in the trac for this :)
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Post by Balthazar » Fri Aug 01, 2008 7:48 am

Add a trac support FOR THE EXPERIENCE !!!! :twisted: :twisted: :twisted: :twisted:

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Post by zuzuf » Fri Aug 01, 2008 8:42 am

I think we should only implement basic experience system (TA's system) in the engine and let modders do more advanced experience management using LUA :)
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Post by Balthazar » Fri Aug 01, 2008 8:56 am

If using LUA will allow leveling up, then why not? :)

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Post by Vampiloup » Fri Aug 01, 2008 9:50 am

Teleportation :
I can only say what i always say : Unbalancing is not a fact from possibilities, but a fact from how much power you put in the possibilities.
Look at Perimiter, for once : The units are totally unbalanced (promising game so much broken by probably bad testing, or even no testing at all...).

But look at Dark Reign.

He have two teleport things.

First, the side "Guardians of Liberty" (who are as much bastards as the other side, that is refreshing when you thing to all the "goody sides" from others games) have an invisible mole transport, the "phase runner".

You put, if i remember well, four or five units in a special building, the "phasing facility" (after upgrading to level 2).

Then, you can choose a point of the map, and click on a button "releasing the mole", or something at that : The mole is invisible, run under the ground, is unattackable, and transport the units you put in the building to the point you choose to the map... and release them there !

The other side, the "empire" (really good bastards, too) has a building called "Temporal gate". Work as the Phasing facility, but the units put in the building (only three at the time) at instantaneously teleported to the point you choose.

- The units "teleported" are too few for really win the game, but can wreak havoc on unprotected zones, or been used has "always succesfull to reach position" paratroopers

- The Temporal gate is slow to recharge and is as costly for the game than Krogoth is for TA

- The phasing facility need to wait the phase runer return for be using again, and the little transport is slower than infantry !

Conclusion : I never hear a player say theses facility break the game, but it's a well balanced game.

This game has also well designed transports : They are reasonably hard to kill and release their units un-demaged when destroyed. That cut down the painfull micro-management that make ground transport units never used in other games.


Dark Reign is now abandonware since 2007 (that's Wikipedia say). You can download it here :

http://www.darkreign.us/

and additional cool stuff here :

http://www.auran.com/games/darkreign/default.htm

OMG, Armoured Quad Walker ! 8 units transported !


===================

I think the experience system in TA is as good as inexistent.
We need more a system as in Warzone 2100, Where each level add advantages.



I don't think it can be hard to do :

- Number of XP for X points of damages received ;

- Number of XP for X points of damages given ;

- Number of XP for each ennemy killed ;

- Number of XP needed for going to each experience level ;

- Name for each experience level ;

- Icon representing each level (think Warzone 2100) ;

- HP percentage bonus given by each experience level ;

- Damage percentage bonus given by each esperience level ;

===================

More than 3 weapons on units :

Beware, it's very HARD to balance. If you add peewee machine-gun on a goliath, that mean a squad of theses tank make infantry without use.
And if you add a Storm missile, a Goliath squad can make PLANES without use.

Multi-guns on a unit make support a tactic from past : It's not as in reality, where you can't have tank on all positions, and where infantry units can one-shot heaviest units with a little luck, can suprize ennemy (and shoot an unexpecting tank), take cover, use buildings (where tanks can't go), can move without be noticed by heaver units by using ground covers, are protected from radar by theses covers, etc.

If you try Dark Reign, you see this game tried to make infantry usable :

- Resistant transports that release tranported units at full health when destroyed

- All objects can blocking vision. Even trees. In since infantry can easilly move between trees, you can effectively surprize ennemy armors (in DR, bigger the unit, harder it is to hide it).

- The game has armor type. Not a lot, but in sufficient numbers, and each weapon make different damages to it. That mean an anti-tank missile can breack quickly a tank but do nearly nothing to infantry).

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Post by Balthazar » Fri Aug 01, 2008 10:23 am

In this case teleportation won`t break the balance at all, you are right :) All seems very nice, except EXP gained for recieved damage - it should work only if damage done by enemy unit. Other things looks very promising. Let`s see them in action :)

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Post by Vampiloup » Fri Aug 01, 2008 10:33 am

I'm with you, only for damage received from ennemy units.

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Post by zuzuf » Fri Aug 01, 2008 10:54 am

great, it seems I'll have to improve 3DMEditor to have a better animation editor and a LUA scripting module :)
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Post by Balthazar » Fri Aug 01, 2008 12:06 pm

You`ve made a nice 3D editor, Zuzuf :)

It is currently allows:
- texturing of surfaces
- adding transparency to surfaces
- adding cycle animation for map and models features
- adding shaders to objects (or surfaces?)
- scaling models
- rotating of models
- converting 3do, 3ds into 3dm models
- supports 24/32 bit textures
- and more.
That`s a powerfull model development tool you`ve made :)

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zuzuf
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Post by zuzuf » Fri Aug 01, 2008 1:04 pm

Yeah but it's may not always be very intuitive and still lacks some important features but yes it's a good start :wink:
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Post by milipili » Fri Aug 01, 2008 1:51 pm

May be it would be more easier to have a real App with 3D views ?
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zuzuf
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Post by zuzuf » Fri Aug 01, 2008 2:00 pm

it would take lots of time to rewritte the interface using an external library like Qt or GTK ...
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Post by milipili » Fri Aug 01, 2008 2:54 pm

Try Lazarus :)

Anyway for now there are a lot of another things to do
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Post by Vampiloup » Fri Oct 17, 2008 6:35 pm

Bon. Voilà quelques nouveaux modèles pour le GRR :

Le Canon rotatif de défense (ici a milieu des autres défenses niveau 1) :

Image

Le canon rotatif de défense (le troisième en partant du bas) est une défense de niveau 1, capable d'attaquer des cibles terrestres et aériennes (comme les deux tourelles laser). Elle est sembable à un énorme pee-wee stationnaire arrosant une zone plutôt qu'une cible particulière.
Le role du canon rotatif est donc d'affaiblir un grand nombre de cibles simultanément afin d'en faciliter la destruction par d'autres defenses, ou pour les forcer à fuir rapidement.


Tours radar niveau 2 et 3, générateur et émetteur d'écran de force.

Image

En bas se trouvent le générateur de bouclier et un de ses émetteurs (la petite tour à sa droite).
Un même générateur peut alimenter plusieurs émetteurs.

Toute unité (ou batiment) dans le voisinage d'un émetteur se voit protégé d'un écran de force égal à ses points de vie. Un écran apparaît, se régénère et disparaît (lorsque l'unité quitte les environs de l'émetteur) progressivement.

Au dessus se trouvent les tourelles radar. En plus d'une antenne ajoutée au radar niveau 1, il y a à présent un radar niveau 2 et un radar niveau 3.


Corvette lance-missiles, bipodes d'assaut et de soutien, char lourd.

Image

La corvette lance-missiles est un navire rapide de niveau 1, armée de quatre lance-missiles sol-sol (ou mer-mer, c'est comme on veut), de deux tourelles de canons MAGRAV légers à tir rapide, et d'une batterie de lasers AA (que je veux refaire : Pour le moment, ce sont juste les tubes de la tourelle laser quadruple dans une tourelle très moche).
Les missiles sont très puissants, indépendants (chacun peut attaquer une cible différente), mais les lanceurs se rechargent lentement (c'est un petit bateau, après tout).
Oui, la marine du GRR est sans commune mesure avec celles des ARM/CORE...


Les bipodes sont l'équivalent GRR des kbot de niveau 1.
Il y en a deux types : Un modèle rapide destiné au combat rapproché (le plus au nord), et un conçu pour le support.
Les deux déjà armés le sont de lasers (combat rapproché) et de MAGRAV légers (artillerie).


Tout à fait à droite, le tank lourd, ou Chasseur-Tueur.
C'est, basiquement, un énorme char de bataille, doté d'un canon MAGRAV surpuissant et d'un énorme blindage.
Un char MAGRAV "classique" se trouve à côté pour comparaison.
Le Chasseur-Tueur est destiné à combattre seul ou en petits groupes, en se servant de ses pouvoirs de furtivitité et d'invisibilité (un Chasseur-Tueur est quasiment irrepérable tant qu'il ne s'approche pas trop de vous).

À propos du canon d'artillerie lourd :

Image

Ce n'est pas une nouvelle unité, juste une correction : Maintenant, il peut tourner (j'avais fixé ses verrins directement dans le pied... :oops: ).

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Post by Balthazar » Fri Oct 17, 2008 7:17 pm

WOW!!!! Awesome !!!

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Post by zuzuf » Fri Oct 17, 2008 9:35 pm

Waouu !! Va falloir que j'accélère de mon coté alors :wink:

actuellement je suis en plein dans le développement du module d'animation/scriptage d'unités de 3DMEditor, ce qui va apporter aussi la possibilité de scripter les unités en Lua :D

Les possibilités vont devenir infinies :)
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Post by Vampiloup » Sat Oct 18, 2008 7:50 am

Oh, yes. And in english :

Image

From Top to Bottom, and Left to Right :

1° Force Screen generator and one of it's emiters.

A generator can operate some emiters.
Each unit / building in the effect radius of an emiters have a force screen protect it. The screen add HP to the unit,.
A screen is generated, regenerated and depleted (when the unit is not in an emiter radius anymore) HP by HP.
The screen HP are the same as the Unit HP.
Level 2 buildings.


2° The big Artillery Gun.

Just changed a thing : Now, it can turn (forgot that when i created it first...).


3° Gatling cannon.

Level1 turret.
More or less an overpowered stationary pee-wee.
The Gatling cannon attack a zone, not an unit. That mean it can rarely destroy itself an unit, but is good at wound big ennemies groups (as rushs, bomber wings, gunship swarms, etc.).


4° Missile corvette.

Level 1 ship
Armed with four ground-ground missiles, two MAGRAV batteries, and a quad-AA gun (wich i want to redo).
The missiles are powerful, each launcher can shoot a separate target, but reload slowly (because it's a little boat).

5° Two Bipods

Level 1 units
Bipods are the GRR level 1 Kbots (Level 2 are quads).
There are two bodies (maybe i add some very light fast for scout/raid purpose later) : One for "hand to hand" combat, one, slower, for support.
The two here are armed with dual-laser gun (H2H) and dual Gramav Artillery gun.

6° Hunter Killer

Level 3 unit
Hunter Killer fill the role of the old "Tiger" tank in WW2 when well used.
It's bigger, more armored, armed with a gun with longuer range and more firepower (can destroy all level 1 units with one hit), and is stealthy AND invisible (in the two case, the protection is removed when ennemies units are near it).

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Post by Vampiloup » Sat Oct 25, 2008 5:52 pm

Bon. Voici quelques nouveaux modèles.

Kay, here some new models.

Image

Les cinq bipodes existant pour le moment. Trois nouveaux.
À l'arrière le canon "lourd" (attaque) et le lance-missiles AA (support).
À l'avant le canon plasma (attaque), le laser (attaque) et l'artillerie (support).

J'ai changé les canons du bipode laser.

The five bipods actually existing. Three new.
In the back the "heavy" cannon (attack bipod) and the AA missile-launcher (support).
Below, the plasma cannon (attack), the laser (attack) and the artillery (support)

I changed the guns of the laser bipod.


Image

Le GRR possède un éventail complet d'équipement marin et sous-marin. En fait, il peut construire une base entière et autonome entièrement sous l'eau.

The GRR has a lot of naval and submarine buildings. In fact, it can build a entire and autonomous base underwater.

À gauche, six des douze (!) lance-torpilles. La ligne supérieure présentant les monotubes, et la ligne inférieure les tritubes.
La seule différence entre les uns et les autres est que les tritubes peuvent lancer les torpilles trois par trois, ce qui suffit généralement à couler n'importe quel navire hormis les plus importants.

To the left, six of the twelves torpedoes-launchers. On the upper line, the "standard" ones, on the below line, launchers that can fire three torpedoes by salvo.

Les tubes bleus sont la version terrestre (à construire près des côtés si l'on veut qu'ils servent, bien entendu), en vert la version sous-marine (posée sur le fond), et en jaune la version flottante classique.

The blues are the ground versions (need to be near coast for being effective, of course), the greens are the submarines, and the yellow the floatings.

Sur la droite de l'image, l'hydrolienne. C'est un générateur d'énergie posé au fond de l'eau. En gros, c'est une usine marémotrice sous-marine.

On the right of the picture, the watermill. It's submarine.

Image

À gauche, avec la corvette pour montrer la taille, le chantier naval de niveau 1. J'étais un peu à court d'idée pour ce truc là. J'ai l'impression que je vais devoir replancher dessus :-)

To the left, with the corvette, the level 1 shipyard. I lacked idea for this and probably need to rework it heavily.

À droite, le croiseur léger, le plus petit navire de niveau 2.
4 batteries de 3 canons plasma chacune pour attaquer les cibles importantes, 4 batteries de 2 canons MAGRAV légers pour les cibles de petit taille, 4 lance-missiles sol-sol, et 4 lance-missiles AA (au centre, lancement vertical).

To the right, the light cruiser, the more little level 2 warship.
4x3 plasma guns for heavy fightings, 4x2 light MAGRAV guns for light targets, 4 ground-ground missile-launchers and 4 AA missiles launchers (at the center of the ship. Vertical launchers).

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Post by Balthazar » Sat Oct 25, 2008 5:57 pm

Really impressive :) But you can do such things only in TA3D, where number of different weapons per unit not limited by 3.

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